Devlog #5 - Plans for v0.2.0
Synthnostate: Sanguinity DEMO » Devlog
Now we move out of the prototyping phase and mould this project into a feature-complete, non-broken game demo ready for playtesting and refinement.
Once it’s sufficiently refined, I want to start taking optional early access payments/donations just to see what happens.
Main goals for v0.2.0
- Finish core gameplay mechanics:
- ✔AI: peaceful NPCs unless provoked
AI ‘framework’ for different behavior trees for each NPC, configured by scriptsAI: proper chasing+fleeing behaviorTrigger when attacked or upon witnessing vampirism (but only if horrified)Attack if armed and brave, otherwise fleeUse pathfinding movement
- ✔Stat/skill effects (in realtime gameplay)
- ✔Vampire speed
Vitality (primary factor in max health, maybe more complexity later)Balance for a fair fight between physically fit man and a lower-level vampire, but no contest between several strong men and a vampire with high physical stats
- ✔Status effects (temporary buffs/debuffs)
- ✔Basic code, structures, intensity curves
- ✔NPCs: incapacitated by magic (mesmerized etc) for feeding
- ✔Player: speed modifier…
- Social vampirism
- ✔Generic NPC dialogue (vanilla “pickup lines”)
- ✔Charisma/attraction/repulsion
Consummation (for now just follow player and submit to feeding)
- ✔Clean up biting/feeding mechanics and animations
- ✔Game Over screen upon player’s death
- Finish sorcery/alchemy:
- ✔Overhaul the spellcrafting system prototype from v0.1.5
- Gameplay effects for each component ✔of Mesmerize spell only, lol
- ✔Consume basic magical energy sources (stamina and blood/regeneration)
Placeholder VFX (cheesy light particles etc)
- ✔Miscellaneous
- ✔Doors, locks, keys
- ✔Navmesh/pathfinding test
- ✔Door: E to open/close, collision off when open, animation, multiple variants
- ✔Portal: simple invisible Area3D (visual representation can be anything)
- ✔Keys: item script, door/portal linkage, player code, NPC nav code
- ✔Fast travel menu (maps to come later)
- ✔Settings for fullscreen, mouse sensitivity, FOV, and some difficulty options
- ✔Doors, locks, keys
- ✔Character models
- ✔Lich (robed skeleton sorceror)
- ✔Skeleton (and individual bones for tomb clutter)
- ✔Male
- A few
interesting✔characterswith dialogue and quests(lol, there’s no way I’m gonna make that goal, gotta punt) - ✔New title and ‘dark angel’ cover art
- ✔Title lettering
- ✔Setup+pose
- ✔Bat wings, clothing, dagger in hands, background, corrective sculpting
- ✔Proper hair, fangs, makeup, and BLOOD
- ✔Finishing & cleanup
- ✔Fix driving/flying modes and their controls
- ✔Use level loader for starting level
- ✔Cleanup test levels & character models
- ✔Character Editor fixes
- ✔Character Creation model/gender constraints
I aim to complete all of the above in January (February at latest) followed by a series of rapid-iteration point releases. (Edit: not surprisingly, it’s going into mid-late February.)
Additional goals for v0.2.x
- General immersion:
- Play up the dark atmosphere, night environments, tenebrism
- ✔Torch sconces? w/ flame + smoke particle VFX
- Torch improvements
- Electric lighting
- Outdoor night: fog, street lighting, ghostly auras, moonbeams?, moon improvements
- More levels, clutter, character models and heads, and variety of NPCs
- St Connor township
- ✔Rough layout
- Rough ✔buildings, roads, ✔waterways, interconnections
- Roadhouse (detailed)
- Church (detailed)
- Catacombs (3 levels, not final form, just enough for gameplay)
- ✔Level 2
- ✔Level 3
- ✔Finish level 1 and interconnections
- …
- St Connor township
- NPC schedules
- More music and sound effects
- Sense of purpose…
- To make friends and influence people?
- To master sorcery/alchemy and become a lich lord, demigod, angel…
- Vengeance (always a classic)
- …
- Play up the dark atmosphere, night environments, tenebrism
- Vampire vision prototype:
- Washed-out shader effect for daylight and bright lights
- Vision augmentation in darkness only
- Spellcrafting refinements:
- Potion brewing and usage
- Other magickal items
- Implement all magical energy sources (leylines, elements, etc)
- Transmute and store magical energy
- More components and premade spells
- Full gamepad+keyboard controls in all popup UIs (can wait til v0.3)
- More to come…
Get Synthnostate: Sanguinity DEMO
Synthnostate: Sanguinity DEMO
The vampire sim
Status | In development |
Author | Synthnostate |
Genre | Role Playing |
Tags | 3D, Immersive, Sci-fi, Vampire |
Languages | English |
Accessibility | Subtitles, Configurable controls |
More posts
- Devlog #18 - Weekly Roundup 11-05-20249 days ago
- Devlog #17 - Weekly Roundup 10-28-202416 days ago
- Devlog #16 - Weekly Roundup 10-22-202423 days ago
- Devlog #15 - Weekly Roundup 10-15-202430 days ago
- Devlog #14 - Synthnostate dev status 9-29-2445 days ago
- Devlog #13 - A NEW ROADMAP67 days ago
- Devlog #12 - Mid-2024 Update & Plans93 days ago
- Synthnostate: Sanguinity - WIP Demo v0.2.1Jul 08, 2024
- Synthnostate: Sanguinity pre-v0.2.1 DEV SNAPSHOT 2024-06-18Jun 18, 2024
- Devlog #11 - Progress (or lack thereof) update - April 2024Apr 23, 2024
Leave a comment
Log in with itch.io to leave a comment.